now you're asking the right questions.
what bane lacks:
safe or any mobility options (his forward dash goes far but can be easily scouted and punished).
any presence beyond his d1 range.
Dash goes as far and fast as doomsday/grundy, I can cover the screen before you can go from high to low shot.
Beyond d.1 range he has f.2d, double punch, command grab, etc. On that note, his range is just short of catwoman's whip if he uses his neutral on guard 11 frame overhead.
and for a command grab character in a game full of strong zoning that is enough, but he also has:
Huge lack of space control
Basically no projectiles, but covers the screen as fast as Doomsday/grundy.
a floaty jump arc that makes AA's ripe for the picking.
Most Banes aren't going to be apt to jump-in unless its a free cross-up with splash. Ground work.
A gimmicky trait that is a gamble to use that anyone any good will hurt you for using.
Gives more than it takes, letting us get projectile immune, armor ignoring, armor on our 11 frame overhead, a projectile immune dash, 150% damage output and BnB combos that kill off of one wrong guess on top of armor on all the specials on a 6 second cooldown.
Also gives us more or less 18 seconds of free armor on all of our specials.
Low damage output (venom notwithstanding).
42% at level 1 venom meterless is on par with what KF does, so I personally don't see it. Without venom its in the area of 38% meterless.
The only non-losing match ups he has are against characters that share his space control deficiencies and can get actually get a knockdown into command grab mix-ups which don't even hurt that much.
His non-losing MUs include Scorpion, Ares, and the like. He goes even with people like Deathstroke. So I can't say I agree. Also after eating 3 or 4 command grabs in a row give or take, you'll be reconsidering. If you don't have a good wake-up, then you better have some amazing zoning because it'll be a fight to get off your back.
He has all the problems of The Flash and Catwoman and more.
Has all the benefit of Grundy, Superman, and more with more damage and less cooldown.
Bane has no coherent game plan.
He has a very coherent game plan. Knock them down, pressure them with his oki, armored specials, and decent/high damage output which stems into the ~50 area meterless at level 2 venom (not even level 3 which is where the damage is), hit them with our massively +17 on hit d.1 and +12 on block b.1 to ensure they can't escape. I don't know if you realize it but Bane can basically keep someone in a blockstring well beyond his cooldowns, and the only option you have is to have something on wake-up that manages to be invulnerable and to know your grab immune attacks. If you don't know your character in relation to Bane's tactics, you can only hope the Bane player is highly unskilled. That included with his b.23 fast stands, OHVCS tech, Aug tech, and so on so forth.
There is no reason to use Bane over Grundy.